Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ---------------------------------//// Widescreen Modelripping for Doom Correctly 101: ////------[ http://pastebin.com/2PyxkfdQ ]
- Widescreen Modelripping for Doom the RIGHT way 101:
- 1. Capture lossless video at fullsize, preferably 16:9 like 1280x720 (or failing that, anything in 16:9 like 852x480, 640x360,
- or the lowest possible to keep aspect ratio correction possible, 428x240). Capturing with a greenscreen or solid coloured
- backdrop is a bonus. Recommended is to capture at either 35 fps (1 tic per frame, smoothest in Doom possible),
- 17.5 fps (every 2 tics) or 11.6fps (every 3 tics).
- 2. Open the captured lossless video in something like Sony Vegas and export what you want as PNG frames. You can
- actually do step #3 through the video editor, if you want: but only use nearest-neighbor scaling.
- Anything else will result in difficult-to-edit-out blurred edges.
- 3. Scale down the vertical resolution by 1.2. Scale the frames vertically to the resulting number with nearest-
- neighbor scaling. Yes, it will look squashed: this is the way all sprites in Doom are designed and will be
- stretched back to normal by the game engine.
- Example: Ripped at 1280x720. 720 / 1.2 = 600, so resize screencap to 1280x600.
- 4. Cut out background of frame.
- 5. Downscale entire image with your scaling method of choice, but make sure edges have no translucent pixels.
- This is where it gets complicated because of two issues to compensate for.
- 428x200 is the logical desired size to fill 16:9, but two problems arise that make that a (common) bad choice:
- ZDoom's imperfect scaling, and that it doesn't cover the area visible during the Doom's gun "bobbing" when you
- walk or run. ZDoom's sprite scaling doesn't always scale sprites perfectly to the resolution ZDoom
- is running in. This will show as lines of missing pixels, gaps along the edges of the screen:
- https://i.imgur.com/nt3blqT.png DoomAspectRatioTest.png
- https://i.imgur.com/kmMLlsS.png Screenshot_ReasonForPadding.png
- https://i.imgur.com/LDPlB5Q.png Screenshot_Movebob_Sides.png
- https://i.imgur.com/1XRCgyv.png Screenshot_Movebob_Top.png
- For these two reasons we want a layer of padding to avoid visible cutoff or gaps at the edges of the screen:
- 1px extra along the top and bottom, 18px on each side to avoid cutoff during movebob, and if the top edge
- matters (like for a fullscreen scope), an extra 16px along the top.
- For 16:9, this will usually mean the resolution we want to resize to is 464x202 (to fit 200p), cropping excess
- off the top and bottom vertically to fit. If the top edge counts (like for a fullscreen scope overlay), the
- full resolution required to be covered, including padding and top edge space for movebob, is 464x218.
- The cropped off extra bits at the top and bottom are unfortunate, but shouldn't matter as much as the gained
- cutoff prevention on the sides.
- The culprit is that most games simply aren't built to run in wider than 16:9 (We'd require 232:101).
- Think of it this way: If you were to RUN the game in 720p in that ratio, you'd be looking at 1378x720.
- That would be scaled down to 1378x600 in the correcting process and then scaled down to 464x202.
- An alternate way to correct this, if the game allows it, would be to simply increase the FOV to match the
- original ratio, once cropped.
- https://i.imgur.com/KG1D8l5.png FOV_for_open_topped_weapon_rips.png
- Once done, the finished 464x202 sprite will be stretched to ~464x242 ingame, and thus should be free
- of cutoff. Palettize to Doom-friendly colours as necessary.
- MODELRIPPING PROTIPS:
- 1. Turn off depth of field effects and ingame antialiasing to ease the process of cutting out the background
- without leftover artifacts or "stray pixels".
- 2. This only covers making sprites that fit Doom's natural sprite resolution: 200p. You can make higher-definition
- ones of 2x, 3x, 666x size of 464x202, whatever. The side padding will need to match the higher resolution, but
- the padding along the top/bottom only ever needs to be 1px (unless of course, the top edge matters).
- Example: 400p including 1px top/bottom padding = 928x402. It says 928x404 but we only ever need 2px extra,
- vertically.
- https://i.imgur.com/MRcdEW6.png Target_resolution_for_400p.png
- Other Reference Images and files:
- https://www.dropbox.com/s/km8sdcjq1fz1dbw/DoomAspectRatioTest.pk3?dl=0
- https://imgur.com/a/1lsnm
Advertisement
Add Comment
Please, Sign In to add comment